FunGame-Core/Model/EquilibriumConstant.cs
milimoe 75d1337ce1
动态工厂可以构造主动技能了;完善技能底层选取逻辑;团队模式完善;优化回合日志 (#99)
* 修复诸多复活角色的问题;添加了更多回合记录

* 完善了底层技能选取目标方法;添加筛选条件列表,使技能能够灵活的选取角色

* 优化死亡结算的逻辑;优化回合记录日志

* 现在动态工厂可以构造主动技能了
2024-11-10 00:30:43 +08:00

254 lines
7.0 KiB
C#

namespace Milimoe.FunGame.Core.Model
{
/// <summary>
/// 游戏平衡常数
/// </summary>
public class EquilibriumConstant
{
/// <summary>
/// 游戏货币名称
/// </summary>
public string InGameCurrency { get; set; } = "金币";
/// <summary>
/// 晋升点数上限
/// </summary>
public int PromotionThresholdXUpperLimit { get; set; } = 999;
/// <summary>
/// 角色评级 S 的晋升点数上限
/// </summary>
public int PromotionThresholdSUpperLimit { get; set; } = 998;
/// <summary>
/// 角色评级 A+ 的晋升点数上限
/// </summary>
public int PromotionThresholdAPlusUpperLimit { get; set; } = 850;
/// <summary>
/// 角色评级 A 的晋升点数上限
/// </summary>
public int PromotionThresholdAUpperLimit { get; set; } = 700;
/// <summary>
/// 角色评级 B 的晋升点数上限
/// </summary>
public int PromotionThresholdBUpperLimit { get; set; } = 550;
/// <summary>
/// 角色评级 C 的晋升点数上限
/// </summary>
public int PromotionThresholdCUpperLimit { get; set; } = 400;
/// <summary>
/// 角色评级 D 的晋升点数上限
/// </summary>
public int PromotionThresholdDUpperLimit { get; set; } = 300;
/// <summary>
/// 角色评级 E 的晋升点数上限
/// </summary>
public int PromotionThresholdEUpperLimit { get; set; } = 200;
/// <summary>
/// 初始生命值
/// </summary>
public double InitialHP { get; set; } = 60;
/// <summary>
/// 初始魔法值
/// </summary>
public double InitialMP { get; set; } = 10;
/// <summary>
/// 角色最高等级
/// </summary>
public int MaxLevel { get; set; } = 60;
/// <summary>
/// 魔法最高等级
/// </summary>
public int MaxMagicLevel { get; set; } = 8;
/// <summary>
/// 战技最高等级
/// </summary>
public int MaxSkillLevel { get; set; } = 6;
/// <summary>
/// 爆发技最高等级
/// </summary>
public int MaxSuperSkillLevel { get; set; } = 6;
/// <summary>
/// 被动最高等级
/// </summary>
public int MaxPassiveSkillLevel { get; set; } = 6;
/// <summary>
/// 普通攻击最高等级
/// </summary>
public int MaxNormalAttackLevel { get; set; } = 8;
/// <summary>
/// 最大能量值
/// </summary>
public double MaxEP { get; set; } = 200;
/// <summary>
/// 初始攻击力
/// </summary>
public double InitialATK { get; set; } = 15;
/// <summary>
/// 初始物理护甲
/// </summary>
public double InitialDEF { get; set; } = 5;
/// <summary>
/// 初始力量
/// </summary>
public double InitialSTR { get; set; } = 0;
/// <summary>
/// 初始敏捷
/// </summary>
public double InitialAGI { get; set; } = 0;
/// <summary>
/// 初始智力
/// </summary>
public double InitialINT { get; set; } = 0;
/// <summary>
/// 力量成长
/// </summary>
public double STRGrowth { get; set; } = 0;
/// <summary>
/// 敏捷成长
/// </summary>
public double AGIGrowth { get; set; } = 0;
/// <summary>
/// 智力成长
/// </summary>
public double INTGrowth { get; set; } = 0;
/// <summary>
/// 初始暴击率
/// </summary>
public double CritRate { get; set; } = 0.05;
/// <summary>
/// 初始暴击伤害
/// </summary>
public double CritDMG { get; set; } = 1.25;
/// <summary>
/// 初始闪避率
/// </summary>
public double EvadeRate { get; set; } = 0.05;
/// <summary>
/// 每级增加基础生命值
/// </summary>
public double LevelToHPFactor { get; set; } = 17;
/// <summary>
/// 生命值增长因子
/// </summary>
public double HPGrowthFactor { get; set; } = 0.68;
/// <summary>
/// 每级增加基础魔法值
/// </summary>
public double LevelToMPFactor { get; set; } = 1.5;
/// <summary>
/// 魔法值增长因子
/// </summary>
public double MPGrowthFactor { get; set; } = 0.14;
/// <summary>
/// 每级增加基础攻击力
/// </summary>
public double LevelToATKFactor { get; set; } = 0.95;
/// <summary>
/// 攻击力增长因子
/// </summary>
public double ATKGrowthFactor { get; set; } = 0.045;
/// <summary>
/// 物理伤害减免因子
/// </summary>
public double DEFReductionFactor { get; set; } = 120;
/// <summary>
/// 行动速度上限
/// </summary>
public double SPDUpperLimit { get; set; } = 1500;
/// <summary>
/// 每 1 点力量增加生命值
/// </summary>
public double STRtoHPFactor { get; set; } = 9;
/// <summary>
/// 每 1 点力量增加生命回复力
/// </summary>
public double STRtoHRFactor { get; set; } = 0.25;
/// <summary>
/// 每 1 点力量增加物理护甲
/// </summary>
public double STRtoDEFFactor { get; set; } = 0.75;
/// <summary>
/// 每 1 点力量增加暴击伤害
/// </summary>
public double STRtoCritDMGMultiplier { get; set; } = 0.00575;
/// <summary>
/// 每 1 点智力增加魔法值
/// </summary>
public double INTtoMPFactor { get; set; } = 8;
/// <summary>
/// 每 1 点智力增加冷却缩减
/// </summary>
public double INTtoCDRMultiplier { get; set; } = 0.0025;
/// <summary>
/// 每 1 点智力增加魔法回复力
/// </summary>
public double INTtoMRFactor { get; set; } = 0.1;
/// <summary>
/// 每 1 点智力减少魔法消耗
/// </summary>
public double INTtoCastMPReduce { get; set; } = 0.00125;
/// <summary>
/// 每 1 点智力减少能量消耗
/// </summary>
public double INTtoCastEPReduce { get; set; } = 0.00075;
/// <summary>
/// 每 1 点敏捷增加行动速度
/// </summary>
public double AGItoSPDMultiplier { get; set; } = 0.65;
/// <summary>
/// 每 1 点敏捷增加暴击率
/// </summary>
public double AGItoCritRateMultiplier { get; set; } = 0.0025;
/// <summary>
/// 每 1 点敏捷增加闪避率
/// </summary>
public double AGItoEvadeRateMultiplier { get; set; } = 0.0025;
}
}